Blender always comes through when a realistic scene needs to be set up. Be it character modeling, rigging, simulation of objects, UV mapping, sculpting, and more, Blender provides an all-in-one platform to design a scene from scratch, from objects to visual effects.
When it comes to preparing models for animation, Blender offers designing and rigging, structured around features called “Bones” and “Armature”. The former are made of three parts, namely the “head”, the “body”, and the “tail”. The head and the tail, which are the start and end of a bone, can be moved and scaled as required, while the body connects them.
An armature in Blender can be seen as a reflection of a real skeleton. This skeleton acts as the frame of a designed character and is used to model and animate it. The armature is made of bones, which act as the unit elements, just like bones are the unit elements of our skeletons.
Armatures and bones behave like any other object in Blender. That means their positions can be changed, they can be scaled, rotated, edited, and associated with other scenes. They’re one of the basic steps for rigging (and therefore posing and animating) models.
Now that you know a bit about the basics of bones, we’ll be delving into how to add and work with them in Blender. Plus, we’ll give you some tips and resources so your bone adventures in Blender go smoothly. Nothing spooky to see here!
Blender offers a number of tools to change the default bones. To access the toolbar, switch over to the editing mode in Blender, which can be done by hitting the Tab key on your keyboard or by simply selecting “Edit Mode” from the drop-down list in the top-left corner of the 3D Viewport. Keep in mind, though, that you’ll only be able to view bone-related tools once an armature is added to the scene.
The tools available include the following:
Now, let’s see the steps to add bones in Blender!
To add bones in Blender, we need to be in Object Mode, which can be changed by hitting the Tab key or by selecting “Object Mode” from the drop-down list.
After switching over to Object Mode, proceed as follows:
For a full demonstration, we’ll need a model to align and link the bones to. We’ve chosen an arm file from Free3D and imported that into our scene using the typical procedure.
With the arm model and a single bone in the scene, we’ll want to align the bone with the arm. To do so, we need to switch back to Edit Mode (hit the Tab key). After switching over to Edit Mode, do the following:
After aligning the bone to the model, we’ll now want to connect additional bones to build out the whole arm. You’ll want to stay in Edit Mode to extrude the bone:
It’s generally good practice to start bones at a base and build the system outward, for example, from shoulder to finger. By default, the first bone you put down will be the “parent”, which means its movements will be transmitted to the subsequent child bones. This ensures bones are aligned on the same axis of rotation and will make the rigging process smoother.
However, sometimes we need to go back and add another bone to the base of our system, so let’s see how to change the direction of a bone and reassign the parent bone by adding the upper arm bone to our skeleton.
A unit bone structure of the whole arm has now been made!
You’ve now successfully added bones to your model in Blender! For complex models, a lot of bones can be involved, so it can become confusing while rigging to know what bone you want to change. Thus, categorization and renaming of the bones is always a good idea, if not essential! To do so, stay in Edit Mode, then do the following:
After following the above steps, switch back to Object Mode to link the bones to the arm model:
Now you have successfully linked your bones to the arm mesh. This means you can now start “posing” the bones by heading into the Pose Mode (located at the top-left, in the menu with Edit and Object Modes). If we have followed all the steps correctly we should see that the arm will move together with the positioning of the bones.
Adding bones can be a little tricky, so here are some hints:
Here are some resources related to adding bones for you to refer to:
License: The text of "Blender: Add Bones – Simply Explained" by All3DP is licensed under a Creative Commons Attribution 4.0 International License.